Saving Gammon

Advanced Gammon Avoidance
 
Bob Floyd, 1983

From Backgammon Times, Volume 3, Number 3, Fall 1983.

Bob Floyd
Bob Floyd
People who have given up on the game and are racing home to save the gammon usually play very fast, as though there were no element of skill in bringing the checkers home. Actually, there are many subtle issues in escaping the gammon when you have three or more outside checkers, and many experts misplay these races. This article explores some of the subtleties. I assume you are familiar with the basics, as in Magriel's Chapter 23. When you can, you bear in exactly to your six point; you take crossovers and diversify when you can; when you cross over into a new board, you try to avoid going deep into that board; you ordinarily don't waste pips inside your home board without a strong reason.

When analyzing a gammon-avoidance position, you should first try to estimate how likely the gammon is. Your correct play depends very much on whether you can be optimistic or not. Estimate how many rolls it will take your opponent to bear off. To avoid being gammoned, you must take a checker off in one roll fewer. If you expect your opponent to be off in four rolls, you will have three. You can reasonably expect to do so if you need no more than five outside crossovers, and about twenty as an outside pip count. With more than five crossovers, you must depend on rolling a double; with exactly five, you must depend on not missing a subsequent crossover.

If either the pip count or the crossover count dictates pessimism, you must plan to use large doubles effectively. However, except for one-roll situations, this is seldom best done by stacking your checkers on one point; you should be sure that average rolls play well while you wait for the saving 5-5.

If the counts allow optimism, you should take precautions against rolling small numbers; if you expect to have three more turns, for example, and you will need four outside crossovers, try to play so that you will not miss every time you roll an ace; otherwise even rolling 1-6 twice will destroy you.

In intermediate situations, you must balance many conflicting needs. You should try to make crossovers where possible, but you should also try to protect yourself against rolling specific bad numbers (normally 1s) or never rolling a specific needed number (usually a 6), and you should try not to waste pips inside your home board because wasted pips return to haunt you as later missed crossovers. As a general rule, you should consider wasting pips to get down to an odd number of outside crossovers, but not to an even number; there are exceptions, though. Most of the positions that follow are intermediate-to-optimistic; they call for subtle play to guard against certain unobvious dangers.

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Position A.
Black to play a 2.
In Position A, Black has a 2 to play. He has, in all likelihood, another two rolls to bear off. Nothing he does with a 2 can affect his chance to be off in one roll, so he need only look at his two-roll chances. When this position arose in a chouette, the captain automatically began to play 7/5 for the crossover. I stopped him, noticing that his play left the number of crossovers even, so that missing a crossover now would not matter if we didn't miss again. After 9/7, Black will not miss on his first roll, and seems unlikely to on his second. I start looking for bad sequences of rolls for either play. When crossovers are important, two aspects of a position (other than just not getting enough pip count) are likely to make you miss:

  1. You may not have enough checkers on the 1, 7, 13, and 19 points to cross over with all the 1's you will roll.

  2. You may have too many checkers on the 12, 18, and 24 points, and not be able to roll enough sixes to bring them into a new board each time they move.

Here, only the first danger is present. The needed pip count is only eight or nine, easy to roll in two turns. I looked at rolls containing ones. The play of 9/7 looked safe even if both numbers contained a one. The first roll could be played 7/6, 9/?; the second, 7/6, ?/off. Only 1-2 seemed to offer difficulties. The play of 7/5, if followed by any ace, would leave Black with a checker on the 8 or 9 point and a gap on the ace point, so that another ace would miss again. We played 9/7, and sighed in relief when our next roll was 6-1. We had only two bad rolls (1-2 and 2-1) to worry about, rather than eleven. Later, I looked at every two-roll sequence in this position; there is no sequence that would have made us regret playing 9/7, while any of 1-1, 1-3, 1-4, 1-5, and 1-6 followed by another number of this same set misses if we play 7/5.

The moral: when you are a favorite to escape the gammon, look at your worst rolls, especially those containing aces. If you don't have several checkers which can cross over with aces, you are at risk of missing a crossover. If you also have no checkers on the 2, 8, 14, and 20 points, as in position A, you run the risk of missing twice in a row on rolls containing aces.

At the other end of the spectrum, some positions will miss unless you roll one or more sixes, even though the total pip count is modest.
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Position B.
Black to play 3-2.
In Position B, Black as a 3-2 to play. The obvious play seems 15/12, 8/6. This wastes no pips, bears in perfectly to the 6-point, achieves two crossovers, and gets another checker ready to bear in. It is also wrong. If Black makes this play, he will fail to be off in three rolls unless he rolls a six or doubles. He should rather bear in both checkers from the 8-point. He will still be off the gammon in three rolls if he rolls a six and any other number which is three or greater. He will also escape the gammon if he rolls two fives, or a four and a five, even with no sixes. The chance of missing with 15/12 is about (20/36)3 = 17%, since the chance that a roll will be a single with no sixes is twenty out of thirty-six. The chance of missing after bearing the checkers in from the eight and nine-points, while harder to estimate, is actually about 6%. Even if the checker were on the 16 point, with a 4 to play, it is slightly better to avoid being dependent on rolling doubles or a six in the next three rolls.

Position C, from Magriel's Backgammon, pg. 79, is a close analogue of Position B.
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Position C.
Black to play 4-2.
Magriel's play of 16/12, 9/6 is not as good as 9/6, 9/5, which would have escaped the gammon in the game from which the position is taken. Again, the reason is the dependency on sixes, in a position where there are no crossovers to spare. (The difference in the probability of bearing a checker off in three more rolls is only a few percent.)

Position D is also from Magriel, pg. 80, and is also misplayed there.
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Position D.
Black to play 5-2.
Here White is at least 50–50 to be off in three more rolls, so Black must plan to be off in two. Barring doubles, he can only do this by bringing two checkers in. Magriel's play of 12/7, 8/6, wasting no pips, only has about a 28% chance to escape the gammon in two more rolls, while 9/4, 8/6 has about a 53% chance. When you have an odd number crossovers remaining it is usually essential to take two crossovers per roll if you can, even at the cost of wasting pips.

When you come down to one last outside checker and you have not slotted the one point, you may have one of these positions:

   
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Position E8.
   
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Position E9.
   
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Position E11.
   
12 11 10 9 8 7 6 5 4 3 2 1
Position E12.

If the outside checker is on the 8 or 9 point, you will wish you had played 2/1. If it is one the 11 or 12 point, you will be glad you didn't. On the 7 or 10 point, it makes no difference. Until you can predict where the last checker is likely to be, hold off on slotting inside points. Position F (from Deyong's Playboy's Book of Backgammon, Diagram 5-15) exemplifies this.
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Position F.
Black to play a 1.
Deyong's play, 2/1, escaped the gammon in four rolls once less in 36 trials, using the same dice rolls for all positions, than 16/15 or 9/8.

When there is a single outside checker, it is occasionally right to slot the ace point before the next-to-last roll.
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Position G.
Black to play a 1.
In Position G, if Black mistakenly plays 17/16, he is a shade more likely to be on the 8 or 9 point next time (rolls of 3-5, 2-5, 3-4) than on the 11 or 12 point (rolls of 2-4, 2-3). For similar reasons, he should slot the ace-point if he is on the 14 or 15 point (but not on the 16, because of the value of being off in one more roll with 3-3).

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Position H.
Black to play 3-3.
In Position H, Black, who had almost given up, rolls a 3-3. How many checkers should he bring in? Calculation shows that his chance to be off in two more rolls after playing 8/5 two, three, or four times is, respectively 55%, 66%, and 62%. How do we explain these figures? How could we find the correct play over the board?

To bring in none or one of the checkers on the 8-point leaves too many crossovers, unless X rolls another doubles. To bring two in and play 18/12 creates the double dangers of rolling a 1 on the next roll and of not rolling a six in the next two rolls. So the candidate plays are to bring in 3 or 4, resulting in positions H3 and H4.
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Position H3.
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Position H4.

If the numbers on the next roll total nine or more, Black is virtually sure to be off on the following roll, in either position. If the numbers total less than six, they require a subsequent double, except for 3-2. We need only look in detail at the remaining numbers:

  • 1-5 and 1-6 substantially favor H4.
  • 2-3, 2-4, 2-5, and 2-6 substantially favor H3.
  • 3-4 and 3-5 are indifferent, or nearly so.

The preponderance favors H3, although they are close. The most important decision, though, is to reject bringing in just two checkers.

In a longer race to get off the gammon, it becomes important to know whether or not you are favored. Usually in these situations you can count pairs of checkers as rolls for your opponent, and pairs of crossovers or eights of pips (whichever is larger) as rolls for you. If you are favored, it becomes most important to follow traditional principles: diversify in your outfield; don't waste pips; take crossovers; bear in to your six-point. If you are significantly behind, plan to take advantage of large numbers and especially the large doublets; play your outside checkers to the 18, 16, 12, and 11 points. If the race is fairly even, correct play depends on whether you are pip-count bound or crossover bound.

If pip-count bound, assume that to have a chance you must roll 4's, 5's, and 6's anyway, so place checkers on the high points of your outfield. If crossover bound, avoid creating positions where too many aces or not enough sixes will hurt you. Either way, in most races where you have a medium chance, desperation plays of stacking several checkers on a single point or bearing deep into your home board are very suspect. Remember, when you are tempted to waste pips to save a crossover, a bad pip count can be expected to turn into missed crossovers later.

13 14 15 16 17 18 19 20 21 22 23 24
   
     
12 11 10 9 8 7 6 5 4 3 2 1
Position I.
Black to play a 3.
Your chances are only moderate, because of the pip count, but you have a crossover to spare. The crossover 15/12 creates insurance against a later miss. Even rolling a subsequent ace and no six is not necessarily catastrophic. To play 8/5 would aggravate your pip-count problem.

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Position J.
Black to play a 3.
The crossover is essential, but 15/12 makes you dependent on a six. You are favored, but you need every crossover. Play 8/5.

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Position K.
Black to play a 1.
Diversification is a miss here; 4-1, 5-1, and 6-1 next roll are three times more likely than a 3-2. You are favored, but you need every crossover. Guard against aces when your chances are good; play 8/7.

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Position L.
Black to play a 1.
Here you have no crossovers to spare, and a pip count which may lead to a later miss. You will need a good number of pips to be off in three rolls however you play, so assume that you will be rolling a six and no aces; play 11/10 and pray. If you roll a 4 next time, this play will save you two pips.

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Position M.
Black to play a 1.
Even though you are getting desperate here, don't play 10/9 to stack up for double 3's; if you do get them next roll, you will still be an underdog to escape the gammon. A play of 12/11 leaves you favored to escape after 4-4, 5-5, or 6-6. Another play to consider is 8/7, in case you get an ace on the next roll followed by doubles, but it doesn't help unless you also get a six.

The gains from each play are these combinations:

Play First Roll Second Roll Total
(in 1296)
  12/11   5-2, 5-3
  5-4
  4-4
  5-5
  4-4, 5-5
  3-3, 4-4, 5-5
  5-1, 5-2, 5-3, 5-4
  twenty-one rolls
43
  10/9   6-2, 6-3
  3-3
  3-3
  6-1, 6-2, 6-3, 6-4, 6-5
14
  8/7   1-6
  1-1, 1-3, 1-4
  4-4, 5-5, 6-6
  6-6
13

Notice that Black gains more (14 chances in 1296) on 12/11 by not missing on an initial 5-2, 5-3, or 5-4 than he does on 8/7 by rolling a 3-3 (only 10 in 1296).

The moral: even when your position is desperate, if there is more than one roll remaining you should prepare for normal rolls rather than for a specific doubleton.


Bob Floyd, a professor of computer science at Stanford University, is a regular contributor to Backgammon Times.

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